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    Default [System] Corruption of the Far Realm

    CORRUPTION
    -'Corruption' is an abhorrent metaphysical substance that adheres to the soul of a creature. This can happen due to direct exposure to Corrupt energies and areas, or as the byproduct of certain kinds of extreme actions. Corruption gradually warps and twists the soul, and can also have outward effects upon the body which that soul inhabits. A person with Corruption typically is not infectious to others through simple contact, but beings whose body is their soul (ghosts, fiends, etc) can inflict Corruption even by a simple touch.

    -Corruption is difficult to remove by force without damaging the soul in the process (as such, effects which do so normally only work without on willing targets - the major exceptions are the direct intervention of a deity, the powers of artifacts, and the effects of certain planar locations), but a person can meditate and practice an ascetic lifestyle in highly purified areas (e.g. areas with no ambient Corruption) in order to gradually expunge it from themselves naturally. Individuals undergoing this process may decrease their Corruption score by 1 point per week (however, individuals with sufficiently high Corruption corrupt the local environment over time, and so they must continually move to avoid their own effects making their environment incapable of helping them lose Corruption). When attempting to cleanse corruption by means of spells, even if a subject is willing they may only 'willingly' have corruption removed from with a spell once per day.

    • Greater Restoration: This spell reduces a character's corruption by 1 point, but cannot reduce a corruption score below its current threshold (1, 10, 40, or 70) unless cast within 24 hours of the point being acquired.
    • Heal: This spell reduces a character's corruption by 1 point, but cannot reduce a corruption score below its current threshold unless cast within 24 hours of the point being acquired. When cast using a higher spell slot, it will remove 1 additional point per spell slot above 6th. If using at least an 8th level spell slot, this can instead lower a character's corruption level by 1, and this can bring a character below a given threshold after 24 hours have passed.
    • Wish: This spell cannot remove corruption except by duplicating other spells mentioned here. If used to remove corruption, it will take Constitution with it.


    -When Corruption is removed by force it also saps away one's life force, reducing their Constitution for a certain amount of time. Constitution drain gained in this way may not be restored by use of greater restoration. The amount of Constitution lost is equal to the points of Corruption removed. For instance, if 1 point of Corruption is forcefully removed, then the character's Constitution is similarly reduced by 1. These points of Constitution are restored at a rate of 1 point following a long rest.

    -A creature's Corruption score is an indication of how much of this corrupting influence has accumulated upon them.

    • Fail a save against an ability used by an aberration: +1/2 HD of the aberration (min 1) Corruption
    • Bringing an aberration physically to the material plane: +3 Corruption
    • Prolonged exposure to Corrupted areas: +1 Corruption/day, up to the area's Corruption score.
    • Prolonged exposure to, and usage of, Corrupted magic items: +1 Corruption/day or use, up to the item's Corruption score.
    • Being struck directly by a soul-bodied creature with Corruption: +1 Corruption, up to their Corruption.


    -In general, insane creatures may have about 10-40 points of Corruption, cultists and alienists along with other far-realm influenced beings often have 40-70, and aberrations have from 70-100 points of Corruption.

    -Corruption Resistance: Characters with Corruption Resistance treat their Corruption level as higher for the purpose of determining whether they gain Corruption from an action.


    CORRUPTED AREAS
    -Any area that has a Corruption score tends to suffer from certain issues. As an area's Corruption score increases, life generally has a harder time - fertility rates drop, birth defects become more common, plants grow more poorly or strangely, disease becomes more rampant, etc. At 10 points of Corruption, harmful creatures both natural and supernatural are attracted to the area and may prey on its inhabitants. At 40 points of Corruption, strange dreams start to plague the inhabitants of the area. An area with 70 points of Corruption begins to noticeably warp and the surrounding world becomes a mockery of itself, and truly unnatural weather starts to plague the area such as ooze falling from the sky. An area with more than 70 points of Corruption corresponds to an incredibly intense locus of madness - possibly twisting those who spend overly long there into aberrant creatures, long after shattering their psyche.

    -Thankfully, corruption can be fended off in the world, although it takes time. The hallow spell can halt the advancement of corruption through an area and, provided the area remains under the effects of a hallow spell for an entire year, provided the hallow is strong enough, the corruption of an area can be removed. While an area of corruption is under the effects of a hallow spell, if the hallow has a caster level equal to at least twice one tenth of the corruption score of the area, treat the corruption score of the area as 1 point lower. This further decreases by 1 point of corruption for every week the hallow spell remains in effect, to a minimum of 1. If the hallow is interrupted at any time, the effort is lost and must be reinstated by another casting of hallow. If the hallow effect is not strong enough to overcome the corruption score of the area, it will simply not have an effect on the corruption score of the area. This will only cleanse the area of the hallow spell, not the surrounding area, so large areas could require many individuals working simultaneously to completely cleanse them.


    CORRUPTED MAGIC ITEMS
    -Sometimes a magic item is created and infused with corruption, or by repeated or exceptionally vile use an object becomes corrupted, whether it was magical to begin with or not. Such an item possesses a corruption score in their own right. Using a corrupted magic item can increase the user's corruption score by +1 by being placed on their person, though this may not occur more than once per day, with an additional increase of +1 per 24 hours and per use of the item. This increase in corruption cannot increase the user's corruption score over the corruption score of the item granting the corruption. Corrupted magic items typically are stronger than their traditional counterparts, often possessing augmented or additional abilities.

    CORRUPTION-ABSORBING ITEMS
    -There are natural substances that absorb corruption and thus protect this that carry them. These items, as they absorb corruption, darken, soften, and gradually rot. During this time, it absorbs all corruption to which the carrier is exposed, to a maximum of +7 points. Multiple items protect the carrier from more corruption, but only to a point. If a character carries multiple corruption-absorbing items, they all break down at the same rate, distributing the absorbed corruption among every item carried. The presence of multiple items seems to amplify the corruption even as it is absorbed, described on the following table:

    Number of Items Points Absorbed
    1 +7
    2 +12
    3 +15
    4 +16
    5 +15
    6 +12
    7 +7

    -Regardless of what they are made of, and the work required to shape them appropriately, corruption-absorbing items typically cost ~100gp each.


    EFFECTS OF CORRUPTION
    -With increasing exposure to corruption, a creature over time will begin to undergo horrific changes. In addition to the effects listed below, a corrupted character suffers a -1 penalty on Wisdom based saves. This penalty increases by 1 at 10, 40, and 70 corruption. Creatures not of the Aberration type, or otherwise explicitly stated to be native to the far realm take on the following traits at the given Corruption Thresholds.

    Touched by Madness
    (Corruption: 1)

    -The character is treated as an aberration with regards to spells and effect as well as their original type, which ever is worse.

    Oddity
    (Corruption: 10)

    -The character develops a minor physical or mental indication of their corruption. This could be something like odd swellings of joints or limbs, oozing sores, a tendency towards brief (e.g. non-debilitating) visual hallucinations of a horrific form, etc. This trait is strictly something that is reflected through roleplaying and has no statistical effect.

    Distortion
    (Corruption: 40)
    -There is some significant physical or mental indicator of the Corruption. Mechanically the character gains a +1 to one stat and a -2 to another stat as a result of this effect. For instance, their body could become grotesquely swollen, reducing their Dexterity but increasing their Constitution. The signs of Corruption should be fairly obvious to anyone interacting with the character for an extended time, unless the character takes intentional steps to conceal it.

    Warped Form
    (Corruption: 70)
    -The character gains an extreme physical or mental alteration as a result of their Corruption. Such examples, to use as a guide for developing alterations include: One of the character's hands becomes a distended, bleeding wreck through which protrude blade-like extensions of their bones. The character gains a natural attack that inflicts Corruption, but has difficulty using objects with that hand, suffering a -3 penalty to rolls involving such; the character's eyes become swirling holes into the void - while they have a disadvantage on Perception checks, they can see and interact with Incorporeal beings as if they were fully solid; the character constantly hears maddening whispers urging them to do horrible things inflicting a -2 penalty on Wisdom saves, but allowing them to use Commune 2/day to try to glean some useful information from the whispers; the character's flesh begins to fall off in chunks but seems to be endlessly renewed - character loses 2 points of Con but regenerates 1 hit point at the start of each turn for every 5 points of corruption the character possesses.

    Death
    (Corruption: 100)
    -Upon reaching 100 corruption, unless the character is an aberration in their own right, the character's body is overwhelmed and subsequently dies or violently transforms into a horrific aberration.


    CHARACTER OPTIONS
    Whether you stand to fight against corruption, or wish to wield it as a weapon against your foes, every champion needs tools to aid them.

    CORRUPTED EMBRACE
    Prerequisites: At least 10 points of corruption.

    Select one ability score. For the purpose of all class features that explicitly call out that ability score, you may instead treat that score as the following dependent upon your Corruption score:

    Corruption Score Effective Ability Score
    10-39 14
    40-69 16
    70+ 18

    If this ability score is utilized in a class (or subclass) that inherently has ties to the Far Realm such as Wild Magic sorcerers or Great Old One warlocks, this effective ability score is treated as 1 point higher. This ability score can be used to qualify for other feats as well as for multiclassing.

    Consequently, the penalty you take on all Wisdom based saves increases by 1.

    You may select this feat more than once, allowing you to select a new ability score.

    IMPROVED CORRUPTED EMBRACE
    Prerequisites: Corrupted embrace.

    Upon selecting this feat, the effective ability score you derived from your corruption score increases by 1.

    You may select this feat more than once.

    RESILIENT SOUL
    Prerequisites: No Corruption.

    If you would acquire corruption, you only gain half of the amount normally gained. If you take any feat that derives a benefit from your corruption, you lose the benefits of this feat and your corruption score doubles.

    MONSTERS

    Spoiler: corruption elemental
    Show
    CORRUPTION ELEMENTAL
    Large elemental, chaotic evil


    Armor Class 14 (Natural armor)
    Hit Points 114 (12d10 + 48)
    Speed 30f.t


    STR-----DEX-----CON-----INT-----WIS-----CHA
    16 (+3) 12 (+1) 19 (+4) 10 (+0) 14 (+2) 15 (+2)


    Damage Vulnerabilities radiant
    Damage Resistances bludgeoning, piercing, and slashing from non magic attacks
    Damage Immunities poison
    Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
    Senses darkvision 60ft., passive perception 12
    Languages Deep Speech
    Challenge 5 (1,8000 XP)


    Bastion of Corruption. The elemental is a creature utterly composed of corruption. The elemental counts as both an elemental and an aberration for the purpose of effects and does not suffer ill effects from their corruption.

    Corrupted Blows. Anyone struck by the elemental or who physically touches a corruption elemental, must succeed on a Constitution save (DC 12) or gain 1d2 points of corruption.

    Dimension Door. The elemental can disperse its corrupt essence into the environment and instantly reform at another point, duplicating the effects of the dimension door spell. This action takes the place of standard movement, but can only be done 3/day.


    Multiattack. The elemental makes two slam attacks

    Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
    Last edited by Xuldarinar; 2017-05-26 at 12:49 AM.

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